Deadmanwalking
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So, I generally like the idea that PCs in Pathfinder need to wear armor, but that said, some character concepts work a lot better unarmored...and there's not really any help for them. Or not any that works well enough anyway.
So, I have come up with a solution for purposes of my games. It costs a Feat, but that seems a reasonable price to me to not have to, y'know, buy armor...and it's not a dead Feat, either. Here it is:
Unarmored Dodge:
Prerequisites: Dex 13, Light Armor Proficiency,
Effect: You have found through experience, that you seem to do a lot better at dodging while not wearing armor. As long as you are neither wearing armor, nor using any item or spell that grants an Armor Bonus to AC, you receive a +4 Dodge Bonus to AC. For every five levels you possess, this bonus increases by an additional +1.
Special: This Feat may be used instead of Dodge as a prerequisite for any and all Feats, abilities, and Prestige Classes that require Dodge, but anyone who possesses it may never acquire the Dodge Feat.
The Light Armor Proficiency is basically a metagame requirement, making this Feat more expensive for those in whose hands it would otherwise be unbalancingly good (Monks, Wizards, Kensai Maguses, etc.) It's not really logical, and I acknowledge this.
So, what do people think? Is this enough to make, say, a Savage Barbarian a good idea without making it unbalancing? Or is it too much in the hands of some particular class? Are there any other, better, ideas?
LazarX
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LazarX wrote:I'd just use the class defense option in Ultimate Combat/Unearthed Arcana. In that system you use your Class Defense for AC and Armor for damage reduction.A perfectly valid option, but I generally prefer more low-impact system modifications. Justa personal preference, really.
The problem is you get your "low impact" by putting in a wonky mechanic in order to keep the feat out of the classes that would want it most. If I were playing a Kensai or a Monk, I'd just swallow the light armor proficiency as the cost of entry and grab it anyway.
I understand you want the Shirtless Hero. Problem is the game is designed around armor for melee and it's hard to implement that in a fashion that doesn't severely gimp the folks who actually suffer wearing the heavy metal. The option I mentioned is more fair to both types in that it gives you your Shirtless Wonder and gives a reward to actually wearing armor.
| ReconstructorFleet |
One option would be to nix the Light Armor proficiency, and change the AC bonus into an Armor Bonus (which wouldn't make much sense) which would therefore not stack with armor, a shield bonus (which thus would not stack with shields), or a more uncommon type such as an Insight bonus. (I like Insight bonus personally.) The key point is to not make it a Dodge bonus, because Dodge stacks with damn near everything including itself.
This feat would lose effectiveness at high level if you made it an Armor Bonus or a Shield Bonus due to the likelihood of having better magical gear, or it would simply match a lot of potential Insight bonuses you might pick up at higher level, thus evening things out.
Possible Feat Requirements: High Wisdom, Dodge and Mobility, BAB + 1, Acrobatics 3 and Fly 3, Acrobatic (Feat)...Pick any two of these sets, I think.
Helaman
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I give UNAMOURED/UNENCUMBERED people with Dodge a +2, not +1 modifier. Its easier to move when not in that pesky armour.
Yes, it makes it a must have monk feat (and damn attractive for wizards) but its just a +1 more and monks aren't rolling in high ACs' in the low to Mid game, and a Wizard with +1 more dodge AC isnt gonna break the game considering they need 13 dex and a feat.
Deadmanwalking
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The problem is you get your "low impact" by putting in a wonky mechanic in order to keep the feat out of the classes that would want it most. If I were playing a Kensai or a Monk, I'd just swallow the light armor proficiency as the cost of entry and grab it anyway.
Indeed. And, for 2 Feats, you get a nice AC bonus...that is roughly equivalent to what could've been acquired by the Dodge Feat plus Mage Armor. I'm comfortable with that.
I understand you want the Shirtless Hero. Problem is the game is designed around armor for melee and it's hard to implement that in a fashion that doesn't severely gimp the folks who actually suffer wearing the heavy metal. The option I mentioned is more fair to both types in that it gives you your Shirtless Wonder and gives a reward to actually wearing armor.
Yeah, that's actually the problem with that solution: It doesn't actually make armor any less necessary, just changes what it's necessary for. I mean, if everyone has DR and you don't, you're at a significant disadvantage, and one you recieve no real compensation for. I've played in and run such systems, and armor is perhaps even more universal (assuming it's culturally acceptable).
And I don't have any particular love for or desire for unarmored characters...I just don't have anything against them either, and wish such concepts to be mechanically viable. Heavy armor is still vastly better on a number of levels, and adds a lot more AC on it's own (this Feat gives +8 AC at 20th level and replaces Dodge, Full Plate and the Dodge Feat grant +10 at 2nd or 3rd, and +15 by 20th). Some Dexterity can help with that difference, but that's hardly a factor in the Feat per se.
One option would be to nix the Light Armor proficiency, and change the AC bonus into an Armor Bonus (which wouldn't make much sense) which would therefore not stack with armor, a shield bonus (which thus would not stack with shields), or a more uncommon type such as an Insight bonus. (I like Insight bonus personally.) The key point is to not make it a Dodge bonus, because Dodge stacks with damn near everything including itself.
Well, yes, that is supposed to be one of the benefits of the Feat...still, making it an Armor bonus is tempting, and would solve a number of problems. But as you say, that just doesn't make sense. I'd actually like it to stack with shields, as many of the unarmored concepts I can think of do use shields. And I suppose I could make it an Insight bonus...but really, what's the point? To make it less good? Does it really seem too powerful to you?
If so, I'm not sure I agree, if not, why the change?
This feat would lose effectiveness at high level if you made it an Armor Bonus or a Shield Bonus due to the likelihood of having better magical gear, or it would simply match a lot of potential Insight bonuses you might pick up at higher level, thus evening things out.
That is what the scaling addition of the benefit is for, but yeah, it's not supposed to be better than armor...just close enough to as good to make people feel they can do such concepts without being severely hanicapped.
Just Mage armor up; this is a Mage armor feat.
Well, yes. It needs to be comparably good to that little trick (which doesn't seem like it should be as required as it is) or it's not worth taking.
If you really want to make it, keep it simple:
You gain a +4 armor bonus while unarmored.
Don't make it a "dodge bonus that counts as an armor bonus"; too wordy. This makes it clear it doesn't stack.
Eh. It's a House Rule, not a published Feat, being wordy isn't really an issue. And, as mentioned above, it being an Armor Bonus makes no logical sense whatsoever. Luck or Insight are both possible with a little re-flavoring, but neither seems like a necessary change.
I would actually replace Light Armor Proficiency WITH the Dodge Feat as a Requirement. However, once the +4 dodge bonus is gained, it replaces (not stacks) the benefit that Dodge provides. That seems more logical.
That makes it too expensive for anyone who's not a Monk (or other unarmored specialist). The point is for it to be something you could take at 1st level as, say, a Barbarian, since most of these concepts aren't wearing any armor from day one.
I give UNAMOURED/UNENCUMBERED people with Dodge a +2, not +1 modifier. Its easier to move when not in that pesky armour.
Yes, it makes it a must have monk feat (and damn attractive for wizards) but its just a +1 more and monks aren't rolling in high ACs' in the low to Mid game, and a Wizard with +1 more dodge AC isnt gonna break the game considering they need 13 dex and a feat.
That seems reasonable enough...but not sufficient to enable Celt-inspired Barbarian who charges into battle wearing nothing but war paint (just as an example). Which is really the kind of thing I'm looking to make workable.
Helaman
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One thing that makes unarmoured games viable? Low level games - E6 (I prefer E7).
Lets say Dodge (+1), Dex (+1) and the guy is fighting defensively (+2 AC).
Assuming Aristocrat / Rogues / Bards make up the bulk of the three musketeers type opposition at level 3? Assume a +2 attack due to stats... its not a guarantee that you'll get hit.
Sure, your counter attack will be at -4 but you likely need to hit 13-14 AC yourself.
But stop and consider... what if that opponent ALSO didn't want to be hit and ALSO fights defensively?
NOW non Armoured combat is viable when these factors. NPCs out of armour are not suicidal especially when they only have 5-15 hps depending on their level and class.
That's not factoring in expertise WITH fighting defensively or having 3 ranks of acrobatics.
At high levels? Or at higher stat builds (20 is the far edge of what MAY work) it fails apart
| Kyaaadaa |
My current build uses Monk to start, goes fighter for a bit, then branches into Duelist. Its very MAD, but is designed as more of a mobility skill junkie than a tank or DD. Great for assisting rogues with flanking sneak attacks or ganging up on higher level bosses. Character progression currently follows this setup:
1 (Monk 1)
2 (Monk 2)
3 (Fighter 1)
4 (Monk 3)
5 (Monk 4)
6 (Fighter 2)
7 (Fighter 3)
8 (Duelist 1)
9 (Fighter 4)
10 (Duelist 2)
11 (Duelist 3)
12 (Fighter 5)
13 (Duelist 4)
14 (Duelist 5)
15 (Duelist 6)
16 (Duelist 7)
17 (Duelist 8)
18 (Duelist 9)
19 (Duelist 10)
20 (Monk 5)
Without any magical items assisting him, using Combat Expertise, his standing AC is 32. Against AoO its 40. Fighting defensively gives him +6 and total defense +9, so 38 and 41 respectively. Add in DEX, WIS or INT (up to +10 bonus on INT) items, plus Ring of Protection, Amulet of Natural Armor, Bracers of Armor, stat enhancing manuals and spells, and a Monk's Robe for good effect, his AC can hit upwards of 55+. Modeled him after Himura Kenshin, love to play this guy.
EDIT: Fighter is Free Hand Fighter variant. Didn't mention that.
Artanthos
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The Light Armor Proficiency is basically a metagame requirement, making this Feat more expensive for those in whose hands it would otherwise be unbalancingly good (Monks, Wizards, Kensai Maguses, etc.) It's not really logical, and I acknowledge this.
I would immediately spend a feat or single level dip to acquire light armor proficiency on my monk, wizard, kensai or my summoner's eidolon.
Dodge bonuses of this magnitude are just that good, given that they add to CMD and Touch AC in addition to normal AC.
Then there are synthesist and sohei monks. Both have light armor proficiency but gain little to no benefit wearing armor.
| Kyaaadaa |
Increasing your unarmored character's armor class is not that difficult, but you also have to look at what kind of character you're playing also. A mage character can gain a decent unarmored AC, but they're also not meant to be up front to need to use that AC either. Monk ACs, like the one I detailed, is decent for a mobility fighter because they add DEX and WIS, and once into Duelist, their INT to their AC. Dodge gives the +1, Free Hand Fighter gains a +1 at level 2. Snapping Turtle Style feats grant +1 at first level, +2 at 5th, and a free grapple attempt when an opponent misses. Duelist with Mobility and Improved Mobility gain +8 AC on Attacks of Opportunity, allowing them a good amount of combat movement.
You can also look at "unarmored" AC increases like Amulet of Natural Armor, Ring of Protection, Monk's Robe, Ioun Stone that grants +2 Dex (+1 AC), Bracer's of Armor, and weapons with Defending if you're not a full monk. (mine went 5 levels to gain the various special abilities)
| Dabbler |
Unarmored Dodge:
Prerequisites: Dex 13, Light Armor Proficiency,
Effect: You have found through experience, that you seem to do a lot better at dodging while not wearing armor. As long as you are neither wearing armor, nor using any item or spell that grants an Armor Bonus to AC, you receive a +4 Dodge Bonus to AC. For every five levels you possess, this bonus increases by an additional +1.
Special: This Feat may be used instead of Dodge as a prerequisite for any and all Feats, abilities, and Prestige Classes that require Dodge, but anyone who possesses it may never acquire the Dodge Feat.So, what do people think? Is this enough to make, say, a Savage Barbarian a good idea without making it unbalancing? Or is it too much in the hands of some particular class? Are there any other, better, ideas?
I think you're spending too much energy making it hard to get to the classes that actually need it and benefit the most. Let everyone gain from it.
Unarmored Dodge:
Prerequisites: Dex 13, Dodge, BAB +5
Effect: You have found through experience that you seem to do a lot better at dodging while not wearing armor. As long as you are not wearing armor, you receive a +1 Dodge Bonus to AC. For every additional five BAB you possess, this bonus increases by an additional +1.
So your maximum dodge bonus is lower, but this is less unbalanced used by typically unarmoured characters; the BAB requirement keeps it out of the hands of casters until they typically will not be bothered, and monks gain more limited use of it unless they flurry (but it does help make up for the lack of an amulet of natural armour). It's also a lot simpler.
| Kolokotroni |
I strongly recommend looking at the super genius product, Anachronistic Adventures The enforcer. In it they have the Avoidance line of feats. It essentially gives a scaling bonus to your dexterity bonus to AC (thus counting against max dex of armors). And it has improved and superior versions that increase this amount. I think its a pretty solid feat set with reasonable investment for getting a good AC without having to wear armor or spend the money on armor.